use unique_ptr to hold the Layers vector
This commit is contained in:
219
src/canvas.cpp
219
src/canvas.cpp
@@ -94,12 +94,12 @@ void Canvas::pick_update(int plane)
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m_sampler.bind(0);
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for (auto layer_index : m_order)
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{
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if (!m_layers[layer_index].m_visible || m_layers[layer_index].m_opacity == 0.f)
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if (!m_layers[layer_index]->m_visible || m_layers[layer_index]->m_opacity == 0.f)
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continue;
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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m_layers[layer_index].m_rtt[i].bindTexture();
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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m_layers[layer_index]->m_rtt[i].bindTexture();
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m_plane.draw_fill();
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m_layers[layer_index].m_rtt[i].unbindTexture();
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m_layers[layer_index]->m_rtt[i].unbindTexture();
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}
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m_sampler.unbind();
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@@ -141,13 +141,13 @@ void Canvas::pick_end()
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void Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
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{
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snap_history({ 0, 1, 2, 3, 4, 5 });
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m_layers[m_current_layer_idx].clear(c);
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m_layers[m_current_layer_idx]->clear(c);
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m_unsaved = true;
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}
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void Canvas::clear_all()
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{
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for (auto& l : m_layers)
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l.clear({0, 0, 0, 0});
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l->clear({0, 0, 0, 0});
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}
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void Canvas::snap_history(const std::vector<int>& planes)
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{
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@@ -155,15 +155,15 @@ void Canvas::snap_history(const std::vector<int>& planes)
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action->was_saved = !m_unsaved;
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for (auto i : planes)
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{
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if (!m_layers[m_current_layer_idx].m_dirty_face[i])
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if (!m_layers[m_current_layer_idx]->m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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m_layers[m_current_layer_idx]->m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_or = xy(m_layers[m_current_layer_idx].m_dirty_box[i]);
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glm::vec2 box_sz = zw(m_layers[m_current_layer_idx].m_dirty_box[i]) - xy(m_layers[m_current_layer_idx].m_dirty_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_layers[m_current_layer_idx].w && box_sz.y <= m_layers[m_current_layer_idx].h)
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glm::vec2 box_or = xy(m_layers[m_current_layer_idx]->m_dirty_box[i]);
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glm::vec2 box_sz = zw(m_layers[m_current_layer_idx]->m_dirty_box[i]) - xy(m_layers[m_current_layer_idx]->m_dirty_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_layers[m_current_layer_idx]->w && box_sz.y <= m_layers[m_current_layer_idx]->h)
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{
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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@@ -173,11 +173,11 @@ void Canvas::snap_history(const std::vector<int>& planes)
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LOG("snap_history invalid box size (%d, %d)", (int)box_sz.x, (int)box_sz.y);
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}
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action->m_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
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action->m_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx]->m_dirty_face[i];
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m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
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m_layers[m_current_layer_idx]->m_rtt[i].unbindFramebuffer();
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}
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// save history
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action->m_layer_idx = m_current_layer_idx;
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@@ -225,9 +225,9 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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auto layer_index = m_current_layer_idx;
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (!m_layers[layer_index].m_visible ||
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m_layers[layer_index].m_opacity == .0f ||
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!m_layers[layer_index].m_dirty_face[plane_index])
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if (!m_layers[layer_index]->m_visible ||
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m_layers[layer_index]->m_opacity == .0f ||
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!m_layers[layer_index]->m_dirty_face[plane_index])
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continue;
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glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)m_mixer.getWidth() / m_mixer.getHeight(), 0.1f, 1000.f);
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@@ -250,7 +250,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index].m_alpha_locked*/);
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ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index]->m_alpha_locked*/);
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ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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@@ -258,7 +258,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index].m_rtt[plane_index].bindTexture();
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m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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@@ -268,7 +268,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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glActiveTexture(GL_TEXTURE1);
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m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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m_sampler.unbind();
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m_mixer.unbindFramebuffer();
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@@ -730,7 +730,7 @@ void Canvas::stroke_commit()
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if (!m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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m_layers[m_current_layer_idx]->m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = zw(m_dirty_box[i]) - xy(m_dirty_box[i]);
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@@ -738,15 +738,15 @@ void Canvas::stroke_commit()
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glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx]->m_dirty_face[i];
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auto& lbox = m_layers[m_current_layer_idx].m_dirty_box[i];
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auto& lbox = m_layers[m_current_layer_idx]->m_dirty_box[i];
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lbox = glm::vec4(
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glm::min(xy(m_dirty_box[i]), xy(lbox)),
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glm::max(zw(m_dirty_box[i]), zw(lbox))
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);
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m_layers[m_current_layer_idx].m_dirty_face[i] = true;
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m_layers[m_current_layer_idx]->m_dirty_face[i] = true;
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// copy to tmp2 for layer blending
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glActiveTexture(GL_TEXTURE0);
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@@ -844,7 +844,7 @@ void Canvas::stroke_commit()
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// {
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// ShaderManager::use(kShader::StrokeLayer);
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// ShaderManager::u_int(kShaderUniform::TexBG, 1);
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// ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx].m_alpha_locked);
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// ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx]->m_alpha_locked);
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// ShaderManager::u_float(kShaderUniform::Alpha, b->m_tip_opacity);
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//
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// ShaderManager::u_int(kShaderUniform::Tex, 0);
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@@ -856,7 +856,7 @@ void Canvas::stroke_commit()
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// m_tmp[i].unbindTexture();
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// }
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m_layers[m_current_layer_idx].m_rtt[i].unbindFramebuffer();
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m_layers[m_current_layer_idx]->m_rtt[i].unbindFramebuffer();
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}
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// restore viewport and clear color states
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@@ -944,8 +944,8 @@ void Canvas::stroke_start(glm::vec3 point, float pressure)
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void Canvas::layer_add(std::string name)
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{
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int idx = (int)m_layers.size();
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m_layers.emplace_back();
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m_layers.back().create(m_width, m_height, name);
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m_layers.push_back(std::make_unique<Layer>());
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m_layers.back()->create(m_width, m_height, name);
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m_order.push_back(idx);
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m_current_layer_idx = idx;
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}
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@@ -955,6 +955,7 @@ void Canvas::layer_remove(int idx) // m_order index
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for (auto& i : m_order)
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if (i > n)
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i--;
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m_layers[n]->destroy();
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m_layers.erase(m_layers.begin() + n);
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m_order.erase(m_order.begin() + idx);
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m_current_layer_idx = m_order[std::min<int>((int)m_layers.size() - 1, idx)];
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@@ -983,10 +984,10 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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for (int i = 0; i < 6; i++)
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{
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if (!m_layers[source_idx].m_dirty_face[i])
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if (!m_layers[source_idx]->m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[dest_idx].m_rtt[i].bindFramebuffer();
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m_layers[dest_idx]->m_rtt[i].bindFramebuffer();
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/*
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// save image before commit
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@@ -995,16 +996,16 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx]->m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx]->m_dirty_face[i];
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*/
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auto& lbox = m_layers[dest_idx].m_dirty_box[i];
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auto& lbox = m_layers[dest_idx]->m_dirty_box[i];
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lbox = glm::vec4(
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glm::min(xy(m_layers[source_idx].m_dirty_box[i]), xy(lbox)),
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glm::max(zw(m_layers[source_idx].m_dirty_box[i]), zw(lbox))
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glm::min(xy(m_layers[source_idx]->m_dirty_box[i]), xy(lbox)),
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glm::max(zw(m_layers[source_idx]->m_dirty_box[i]), zw(lbox))
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);
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m_layers[dest_idx].m_dirty_face[i] = true;
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m_layers[dest_idx]->m_dirty_face[i] = true;
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// copy to tmp2 for layer blending
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glActiveTexture(GL_TEXTURE0);
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@@ -1021,10 +1022,10 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx].m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx]->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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@@ -1032,14 +1033,14 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].bind();
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glActiveTexture(GL_TEXTURE1);
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m_layers[source_idx].m_rtt[i].bindTexture();
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m_layers[source_idx]->m_rtt[i].bindTexture();
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m_plane.draw_fill();
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m_layers[source_idx].m_rtt[i].unbindTexture();
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m_layers[source_idx]->m_rtt[i].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_tex2[i].unbind();
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}
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m_layers[dest_idx].m_rtt[i].unbindFramebuffer();
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m_layers[dest_idx]->m_rtt[i].unbindFramebuffer();
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}
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// restore viewport and clear color states
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@@ -1075,7 +1076,7 @@ void Canvas::resize(int width, int height)
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m_tex2[i].create(width, height, GL_RGBA8);
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}
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for (auto& l : m_layers)
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l.resize(width, height);
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l->resize(width, height);
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m_smask.create(width, height, "mask");
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m_unsaved = true;
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}
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@@ -1090,7 +1091,7 @@ void Canvas::destroy()
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m_tex2[i].destroy();
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}
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for (auto& l : m_layers)
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l.destroy();
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l->destroy();
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m_smask.destroy();
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m_mixer.destroy();
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}
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@@ -1131,9 +1132,7 @@ bool Canvas::create(int width, int height)
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m_mesh.create();
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m_brush_mix.create(8, 8);
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for (auto& l : m_layers)
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{
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l.create(width, height, "");
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}
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l->create(width, height, "");
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m_smask.create(width, height, "mask");
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//m_smask.clear({1, 1, 1, 1});
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m_unsaved = true;
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@@ -1146,14 +1145,14 @@ void Canvas::snapshot_save()
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m_layers_snapshot.clear();
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m_layers_snapshot.resize(m_layers.size());
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for (int i = 0; i < m_layers.size(); i++)
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m_layers_snapshot[i] = m_layers[i].snapshot();
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m_layers_snapshot[i] = m_layers[i]->snapshot();
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}
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void Canvas::snapshot_restore()
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{
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LOG("RESTORE SNAPSHOT");
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for (int i = 0; i < m_layers.size(); i++)
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m_layers[i].restore(m_layers_snapshot[i]);
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m_layers[i]->restore(m_layers_snapshot[i]);
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m_layers_snapshot.clear();
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}
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@@ -1161,7 +1160,7 @@ void Canvas::clear_context()
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{
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LOG("Canvas CLEAR CONTEXT");
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for (auto& layer : m_layers)
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layer.destroy();
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layer->destroy();
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for (int i = 0; i < 6; i++)
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{
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m_tmp[i].destroy();
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@@ -1233,8 +1232,8 @@ void Canvas::import_equirectangular_thread(std::string file_path)
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}
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for (int i = 0; i < 6; i++)
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{
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m_layers[m_current_layer_idx].m_dirty_box[i] = glm::vec4(0, 0, m_width, m_height);
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m_layers[m_current_layer_idx].m_dirty_face[i] = true;
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m_layers[m_current_layer_idx]->m_dirty_box[i] = glm::vec4(0, 0, m_width, m_height);
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m_layers[m_current_layer_idx]->m_dirty_face[i] = true;
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}
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App::I.async_update();
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gl.restore();
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@@ -1334,25 +1333,25 @@ void Canvas::export_equirectangular_thread(std::string file_path)
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m_sampler_mask.bind(1); // linear
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for (auto layer_index : m_order)
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{
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if (!m_layers[layer_index].m_visible ||
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m_layers[layer_index].m_opacity == 0.f ||
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!m_layers[layer_index].m_dirty_face[i])
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if (!m_layers[layer_index]->m_visible ||
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m_layers[layer_index]->m_opacity == 0.f ||
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!m_layers[layer_index]->m_dirty_face[i])
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continue;
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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}
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index].m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index].m_rtt[i].bindTexture();
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m_layers[layer_index]->m_rtt[i].bindTexture();
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glActiveTexture(GL_TEXTURE1);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
m_plane.draw_fill();
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
}
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
@@ -1631,9 +1630,9 @@ void Canvas::export_layers_thread(std::string file_name)
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
|
||||
|
||||
m_sampler_mask.bind(0);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
m_plane.draw_fill();
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
m_sampler_mask.unbind();
|
||||
|
||||
// copy result to cubemap
|
||||
@@ -1732,9 +1731,9 @@ void Canvas::export_cubes()
|
||||
for (int plane = 0; plane < 6; plane++)
|
||||
{
|
||||
auto& l = m_layers[m_order[layer]];
|
||||
l.m_rtt[plane].bindFramebuffer();
|
||||
l->m_rtt[plane].bindFramebuffer();
|
||||
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.get());
|
||||
l.m_rtt[plane].unbindFramebuffer();
|
||||
l->m_rtt[plane].unbindFramebuffer();
|
||||
|
||||
if (plane < 4)
|
||||
{
|
||||
@@ -1910,22 +1909,22 @@ bool Canvas::project_save_thread(std::string file_path)
|
||||
int n_order = m_order[i];
|
||||
fwrite(&n_order, sizeof(int), 1, fp);
|
||||
|
||||
float layer_alpha = m_layers[i].m_opacity;
|
||||
float layer_alpha = m_layers[i]->m_opacity;
|
||||
fwrite(&layer_alpha, sizeof(float), 1, fp);
|
||||
|
||||
int name_len = (int)m_layers[i].m_name.size();
|
||||
int name_len = (int)m_layers[i]->m_name.size();
|
||||
fwrite(&name_len, sizeof(int), 1, fp);
|
||||
fwrite(m_layers[i].m_name.data(), name_len, 1, fp);
|
||||
fwrite(m_layers[i]->m_name.data(), name_len, 1, fp);
|
||||
|
||||
if (ppi_header.doc_version.minor > 1)
|
||||
{
|
||||
fwrite(&m_layers[i].m_blend_mode, sizeof(int), 1, fp);
|
||||
fwrite(&m_layers[i].m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fwrite(&m_layers[i].m_visible, sizeof(bool), 1, fp);
|
||||
fwrite(&m_layers[i]->m_blend_mode, sizeof(int), 1, fp);
|
||||
fwrite(&m_layers[i]->m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fwrite(&m_layers[i]->m_visible, sizeof(bool), 1, fp);
|
||||
}
|
||||
|
||||
App::I.async_start();
|
||||
auto snap = m_layers[i].snapshot();
|
||||
auto snap = m_layers[i]->snapshot();
|
||||
App::I.async_update();
|
||||
App::I.async_end();
|
||||
for (int plane_index = 0; plane_index < 6; plane_index++)
|
||||
@@ -2076,7 +2075,7 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
|
||||
App::I.async_start();
|
||||
for (auto& l : m_layers)
|
||||
l.destroy();
|
||||
l->destroy();
|
||||
m_layers.clear();
|
||||
m_order.clear();
|
||||
//clear_all();
|
||||
@@ -2084,17 +2083,17 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
App::I.async_end();
|
||||
|
||||
std::vector<int> tmp_order;
|
||||
std::vector<Layer> tmp_layers;
|
||||
std::vector<std::unique_ptr<Layer>> tmp_layers;
|
||||
|
||||
for (int i = 0; i < n_layers; i++)
|
||||
{
|
||||
int n_order;
|
||||
fread(&n_order, sizeof(int), 1, fp);
|
||||
|
||||
tmp_layers.emplace_back();
|
||||
tmp_layers.push_back(std::make_unique<Layer>());
|
||||
auto& layer = tmp_layers.back();
|
||||
|
||||
fread(&layer.m_opacity, sizeof(float), 1, fp);
|
||||
fread(&layer->m_opacity, sizeof(float), 1, fp);
|
||||
|
||||
int name_len;
|
||||
fread(&name_len, sizeof(int), 1, fp);
|
||||
@@ -2103,9 +2102,9 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
|
||||
if (ppi_header.doc_version.minor > 1)
|
||||
{
|
||||
fread(&layer.m_blend_mode, sizeof(int), 1, fp);
|
||||
fread(&layer.m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fread(&layer.m_visible, sizeof(bool), 1, fp);
|
||||
fread(&layer->m_blend_mode, sizeof(int), 1, fp);
|
||||
fread(&layer->m_alpha_locked, sizeof(bool), 1, fp);
|
||||
fread(&layer->m_visible, sizeof(bool), 1, fp);
|
||||
}
|
||||
|
||||
snap.clear();
|
||||
@@ -2151,9 +2150,9 @@ bool Canvas::project_open_thread(std::string file_path)
|
||||
}
|
||||
|
||||
App::I.async_start();
|
||||
tmp_layers.back().create(m_width, m_height, name.c_str());
|
||||
tmp_layers.back().clear({0, 0, 0, 0});
|
||||
tmp_layers.back().restore(snap);
|
||||
tmp_layers.back()->create(m_width, m_height, name.c_str());
|
||||
tmp_layers.back()->clear({ 0, 0, 0, 0 });
|
||||
tmp_layers.back()->restore(snap);
|
||||
tmp_order.push_back(n_order);
|
||||
App::I.async_end();
|
||||
}
|
||||
@@ -2223,25 +2222,25 @@ Image Canvas::thumbnail_generate(int w, int h)
|
||||
m_sampler_mask.bind(1); // linear
|
||||
for (auto layer_index : m_order)
|
||||
{
|
||||
if (!m_layers[layer_index].m_visible ||
|
||||
m_layers[layer_index].m_opacity == 0.f ||
|
||||
!m_layers[layer_index].m_dirty_face[i])
|
||||
if (!m_layers[layer_index]->m_visible ||
|
||||
m_layers[layer_index]->m_opacity == 0.f ||
|
||||
!m_layers[layer_index]->m_dirty_face[i])
|
||||
continue;
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
|
||||
}
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index].m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_layers[layer_index].m_rtt[i].bindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].bindTexture();
|
||||
m_face_plane.draw_fill();
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_layers[layer_index].m_rtt[i].unbindTexture();
|
||||
m_layers[layer_index]->m_rtt[i].unbindTexture();
|
||||
}
|
||||
|
||||
if (!ShaderManager::ext_framebuffer_fetch)
|
||||
@@ -2453,7 +2452,7 @@ void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm:
|
||||
|
||||
void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm::mat4& proj, int i)> observer)
|
||||
{
|
||||
draw_objects(observer, m_layers[m_current_layer_idx]);
|
||||
draw_objects(observer, *m_layers[m_current_layer_idx]);
|
||||
}
|
||||
|
||||
void Canvas::project2Dpoints(std::vector<vertex_t>& vertices)
|
||||
@@ -2725,7 +2724,7 @@ void Layer::resize(int width, int height)
|
||||
void ActionStroke::undo()
|
||||
{
|
||||
if (clear_layer)
|
||||
m_canvas->m_layers[m_layer_idx].clear({ 0, 0, 0, 0 });
|
||||
m_canvas->m_layers[m_layer_idx]->clear({ 0, 0, 0, 0 });
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
// empty data
|
||||
@@ -2734,26 +2733,26 @@ void ActionStroke::undo()
|
||||
|
||||
LOG("undo box %d dirty=%s [%d,%d,%d,%d] to dirty=%s [%d,%d,%d,%d]",
|
||||
i,
|
||||
m_canvas->m_layers[m_layer_idx].m_dirty_face[i] ? "true" : "false",
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].x,
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].y,
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].z,
|
||||
(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].w,
|
||||
m_canvas->m_layers[m_layer_idx]->m_dirty_face[i] ? "true" : "false",
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].x,
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].y,
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].z,
|
||||
(int)m_canvas->m_layers[m_layer_idx]->m_dirty_box[i].w,
|
||||
m_old_dirty[i] ? "true" : "false",
|
||||
(int)m_old_box[i].x,
|
||||
(int)m_old_box[i].y,
|
||||
(int)m_old_box[i].z,
|
||||
(int)m_old_box[i].w);
|
||||
m_canvas->m_layers[m_layer_idx].m_dirty_box[i] = m_old_box[i];
|
||||
m_canvas->m_layers[m_layer_idx].m_dirty_face[i] = m_old_dirty[i];
|
||||
m_canvas->m_layers[m_layer_idx]->m_dirty_box[i] = m_old_box[i];
|
||||
m_canvas->m_layers[m_layer_idx]->m_dirty_face[i] = m_old_dirty[i];
|
||||
|
||||
|
||||
glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_canvas->m_layers[m_layer_idx].w && box_sz.y <= m_canvas->m_layers[m_layer_idx].h)
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_canvas->m_layers[m_layer_idx]->w && box_sz.y <= m_canvas->m_layers[m_layer_idx]->h)
|
||||
{
|
||||
m_canvas->m_layers[m_layer_idx].m_rtt[i].bindTexture();
|
||||
m_canvas->m_layers[m_layer_idx]->m_rtt[i].bindTexture();
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, (int)m_box[i].x, (int)m_box[i].y, (int)box_sz.x, (int)box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image[i].get());
|
||||
m_canvas->m_layers[m_layer_idx].m_rtt[i].unbindTexture();
|
||||
m_canvas->m_layers[m_layer_idx]->m_rtt[i].unbindTexture();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2779,15 +2778,15 @@ Action* ActionStroke::get_redo()
|
||||
auto& layer = m_canvas->m_layers[m_layer_idx];
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!layer.m_dirty_face[i] && !m_image[i])
|
||||
if (!layer->m_dirty_face[i] && !m_image[i])
|
||||
continue; // no stroke on this face, skip it
|
||||
|
||||
layer.m_rtt[i].bindFramebuffer();
|
||||
layer->m_rtt[i].bindFramebuffer();
|
||||
|
||||
// save image before commit
|
||||
glm::vec2 box_or = xy(m_box[i]);
|
||||
glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= layer.w && box_sz.y <= layer.h)
|
||||
if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= layer->w && box_sz.y <= layer->h)
|
||||
{
|
||||
action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
|
||||
glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
|
||||
@@ -2798,10 +2797,10 @@ Action* ActionStroke::get_redo()
|
||||
}
|
||||
|
||||
action->m_box[i] = m_box[i];
|
||||
action->m_old_box[i] = layer.m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer.m_dirty_face[i];
|
||||
action->m_old_box[i] = layer->m_dirty_box[i];
|
||||
action->m_old_dirty[i] = layer->m_dirty_face[i];
|
||||
|
||||
layer.m_rtt[i].unbindFramebuffer();
|
||||
layer->m_rtt[i].unbindFramebuffer();
|
||||
}
|
||||
// save history
|
||||
action->m_layer_idx = m_layer_idx;
|
||||
|
||||
Reference in New Issue
Block a user